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<hr size="1">
<h2 class="appendixsec"> C.7 Release Notes from 0.18 to 0.90 </h2>

<p>This section documents the major changes between versions 0.18 and 0.90 of of
Crystal Space.
</p>
<a name="1"></a>
<h3 class="subheading"> <small>SCF</small> </h3>

<p>The set of <small>SCF</small> functions has been removed except for
<code>scfInitialize()</code>.  This function creates a global instance of the
<samp>&lsquo;iSCF&rsquo;</samp> interface which is always available to the application and to
plugin modules as <samp>&lsquo;iSCF::SCF&rsquo;</samp>.  All other <small>SCF</small> functionality should be
accessed via this shared object.  This change makes it possible to call
<small>SCF</small> functions from within dynamic libraries (i.e. from plugins), which
was not possible before.  The only thing that is still not allowed is to use
the <code>SCF_REGISTER_STATIC()</code> family of macros in dynamic libraries.
</p>
<p><small>SCF</small> now associates a so-called <em>Interface <small>ID</small> Number</em> with every
interface name.  You can get the number for an interface by calling
<samp>&lsquo;iSCF::SCF-&gt;GetInterfaceID(&quot;iInterface&quot;)&rsquo;</samp>.  It is currently not possible
to get the interface name for a given number, but this should not be needed
anyway (see below).
</p>
<p><code>iBase::QueryInterface()</code> now takes the interface <small>ID</small> as its parameter
instead of the interface name. This makes a lot of optimization possible,
because interfaces can be compared using simple integer comparison instead
of string comparison. You will not see anything of this because the
<code>SCF_QUERY_INTERFACE()</code> macro shields you from it. As a result, your
program should not require any changes.
</p>
<p>However, you can increase performance in critical areas by using two new macros
which have been introduced.  Place <code>SCF_DECLARE_FAST_INTERFACE()</code>
somewhere at top-level in your source files (or in one of your header files).
For every interface you do this you can then use
<code>SCF_QUERY_INTERFACE_FAST()</code>.  The advantage of this is a performance
gain.  The disadvantage is that you have to use
<code>SCF_DECLARE_FAST_INTERFACE()</code> and that the name of the interface must be
hard-coded (e.g. you cannot use <code>SCF_QUERY_INTERFACE_FAST()</code> if the name
of the interface is given to your function as a parameter).
</p>
<p>Three other changes have been done to <small>SCF</small>.  First, it is now possible to
get a list of registered classes using <code>iSCF::SCF-&gt;QueryClassList()</code>.
Second, <code>scfGetRefCount()</code> has been introduced which allows access to an
object's reference count without accessing the reference count variable
directly.  This function should only be used for debugging, however.  Third,
the macros which implement <samp>&lsquo;iBase&rsquo;</samp> functions have been split up.  For
example, <samp>&lsquo;SCF_IMPLEMENT_IBASE()&rsquo;</samp> is now composed from these components:
</p>
<table><tr><td>&nbsp;</td><td><pre class="example">SCF_IMPLEMENT_IBASE_INCREF()
SCF_IMPLEMENT_IBASE_DECREF()
SCF_IMPLEMENT_IBASE_GETREFCOUNT()
SCF_IMPLEMENT_IBASE_QUERY()
</pre></td></tr></table>
<p>This decomposition makes it easier to replace iBase methods individually in a
particular implementation.
</p>
<a name="2"></a>
<h3 class="subheading"> csObject and <small>RTTI</small> </h3>

<p>The pseudo-<small>RTTI</small> system has been removed from <code>csObject</code>.  Instead,
<small>SCF</small> functions are now used to identify an object's type.  As an example of
how this affects your code, if your old code was checking an object's type in
this fashion:
</p>
<table><tr><td>&nbsp;</td><td><pre class="example">csObject* obj = ...;
if (obj-&gt;Type == csMyClass::Type)
{
  csMyClass* a = (csMyClass*)obj;
  ...
}
</pre></td></tr></table>
<p>Then it should now do so in this fashion:
</p>
<table><tr><td>&nbsp;</td><td><pre class="example">csObject *obj = ...;
iMyInterface* a = SCF_QUERY_INTERFACE(obj, iMyInterface);
if (a != NULL)
{
  ...
}
</pre></td></tr></table>
<p>In performance-critical areas, you should use <code>SCF_QUERY_INTERFACE_FAST()</code>
rather than <code>SCF_QUERY_INTERFACE()</code>.
</p>
<p>A result of this change is that child object iterators cannot easily iterate
over objects of a certain type anymore.  To achieve the same effect, you should
create an iterator for all children and then use <code>SCF_QUERY_INTERFACE()</code>
to test if an object implements a certain interface.
</p>
<p>Note that if you don't want to create proper interfaces for all your classes,
it is possible to query the class itself instead of an interface.  Assuming
that <code>csMyClass</code> is just a set of values, and you don't want to create an
interface with accessor functions for it.  Then you may place
<code>SCF_DECLARE_IBASE_EXT()</code> into the class as usual (note the <samp>&lsquo;EXT&rsquo;</samp>
version of the macro because it extends the interface list of <samp>&lsquo;csObject&rsquo;</samp>).
In addition, you must set a version number for the class using
<code>SCF_VERSION(csMyClass, ?, ?, ?)</code>.  The interface list then looks like
this:
</p>
<table><tr><td>&nbsp;</td><td><pre class="example">SCF_IMPLEMENT_IBASE_EXT (csMyClass)
  SCF_IMPLEMENTS_INTERFACE (csMyClass)
SCF_IMPLEMENT_IBASE_EXT_END
</pre></td></tr></table>
<p>Using this you can use <code>SCF_QUERY_INTERFACE(object, csMyClass)</code>, i.e.
use the class without an interface.
</p>
<p>Another change is that <samp>&lsquo;csObject&rsquo;</samp> stores its children as <samp>&lsquo;iObject&rsquo;</samp>
references now.  It does not deal with <samp>&lsquo;csObject&rsquo;</samp> pointers any longer.
All children are correctly reference-counted.  Also, all objects maintain a
pointer to their &ldquo;parent&rdquo; object.  How this pointer is used is left to you.
The pointer is not reference-counted in order to avoid circular referencing.
Consequently, the classes <samp>&lsquo;csPObject&rsquo;</samp> and <samp>&lsquo;csObjNoDel&rsquo;</samp>, and the
member function <code>ObjRelease()</code> have been removed.
</p>
<p>This usually means that after calling <code>ObjAdd()</code>, you have to call
<code>DecRef()</code> on the added child because you don't want to use the reference
anymore.  Of course, this only applies if you possess a valid reference.
Similarly, if you want to unlink the object from its parent without deleting it
(i.e.  wherever you used <code>ObjRelease()</code> before), you should now call
<code>IncRef()</code> on the child before removing it from its parent.
</p>
<a name="3"></a>
<h3 class="subheading"> Platform Portability Encapsulation </h3>

<p>The new macro <samp>&lsquo;CS_IMPLEMENT_APPLICATION&rsquo;</samp> must now be invoked by exactly
one compilation unit of each application.  This macro encapsulates
platform-specific implementation details for any given platform.  For instance,
on Windows, this macro defines the <code>WinMain()</code> function required by all
Windows <small>GUI</small> applications.
</p>
<p>The new macro <samp>&lsquo;CS_IMPLEMENT_PLUGIN&rsquo;</samp> must now be invoked by exactly one
compilation unit of each plugin module.  This macro encapsulates
platform-specific implementation details for any given platform.  For instance,
on Windows, this macro defines the <code>DllMain()</code> function required by all
Windows <small>DLL</small> modules.
</p>
<p>These macros alleviate the need to link applications with specially prepared
object files or libraries.  The summary below explains what this means for
various platforms.
</p>
<dl compact="compact">
<dt> Unix</dt>
<dd><p>No longer required to link plugin modules against the <tt>&lsquo;dummy.o&rsquo;</tt> file.
</p>
</dd>
<dt> Visual-C++</dt>
<dd><p>No longer required to link applications against Crystal Space's
<tt>&lsquo;win32exe.lib&rsquo;</tt> library.  No longer required to link plugin modules
(<small>DLL</small>'s) against the <tt>&lsquo;win32dll.lib&rsquo;</tt> library.  Also, the
<tt>&lsquo;libwin32exe.dsp&rsquo;</tt> and <tt>&lsquo;libwin32dll.dsp&rsquo;</tt> project files have been
removed.
</p>
</dd>
<dt> Mingw</dt>
<dd><p>No longer required to link applications with the <tt>&lsquo;exeentry.o&rsquo;</tt> object file.
No longer required to link plugin modules (<small>DLL</small>'s) with the
<tt>&lsquo;dllentry.o&rsquo;</tt> object file.
</p>
</dd>
<dt> <small>OS/2</small></dt>
<dd><p>No longer required to link plugin modules with the <tt>&lsquo;dllentry.o&rsquo;</tt> object
file.
</p></dd>
</dl>

<a name="4"></a>
<h3 class="subheading"> System Driver Removal and Application Structure </h3>

<p>The classes <code>SysSystemDriver</code>, and <code>csSystemDriver</code>, and
the interface <code>iSystem</code> have been removed. All the functionality
that used to be present in the system driver has moved to smaller
components (plugin manager, event queue, configuration manager, commandline
parser, virtual clock, etc.).
</p>
<p>There is now a new concept called the <em>object registry</em> which is
the central repository where all objects can register themselves.
When you used to do <code>CS_QUERY_PLUGIN</code> you now have to do
<code>CS_QUERY_REGISTRY</code> instead.
</p>
<p>Applications can no longer inherit from <code>SysSystemDriver</code>. Instead
there is now a new <code>csInitializer</code> class which helps in the
initialization of an application. Check out the simple tutorial
(see section <a href="Tutorial-Simple.html#0">Simple Tutorial 1: Basic Setup, World Creation</a>) to see how this works. This tutorial also explains
all the new concepts very clearly.
</p>
<a name="5"></a>
<h3 class="subheading"> Removal of Function <small>ID</small>'s </h3>

<p>Function ID's (a concept of the old plugin system) have been removed.
This has an effect on configuration files where you now must replace things
like:
</p>
<table><tr><td>&nbsp;</td><td><pre class="example">System.PlugIns.LevelLoader = crystalspace.level.loader
</pre></td></tr></table>
<p>with:
</p>
<table><tr><td>&nbsp;</td><td><pre class="example">System.PlugIns.iLoader = crystalspace.level.loader
</pre></td></tr></table>
<p>So in general use the interface name. This interface name will be the
tag with which the loaded plugin is registered in the object registry.
</p>
<a name="6"></a>
<h3 class="subheading"> Image Loading </h3>

<p><samp>&lsquo;csImageLoader&rsquo;</samp> is gone and has now become a plugin which implements
the <samp>&lsquo;iImageIO&rsquo;</samp> interface. To use it you typically use the following
code:
</p>
<table><tr><td>&nbsp;</td><td><pre class="example">#include &quot;igraphic/imageio.h&quot;
...
iDataBuffer* buf = ...;
iImageIO* imgldr = CS_QUERY_PLUGIN (System, iImageIO);
imgldr-&gt;Load (buf-&gt;GetUint8 (), buf-&gt;GetSize (),
txtmgr-&gt;GetTextureFormat ());
...
imgldr-&gt;DecRef ();
</pre></td></tr></table>
<a name="7"></a>
<h3 class="subheading"> Map Loading (csLoader) </h3>

<p>The level loader is now a plugin. Make sure you have it loaded by putting the
following in your configuration file:
</p>
<table><tr><td>&nbsp;</td><td><pre class="example">System.PlugIns.iLoader = crystalspace.level.loader
</pre></td></tr></table>

<p>Or you can add <samp>&lsquo;CS_REQUEST_LEVELLOADER&rsquo;</samp> to the list of requested plugin
in the call to <code>csInitializer::RequestPlugins()</code>.  Then you can get the
level loader with:
</p>
<table><tr><td>&nbsp;</td><td><pre class="example">iLoader* level_loader = CS_QUERY_REGISTRY (object_reg, iLoader);
</pre></td></tr></table>
<p>When you don't need it anymore you must call <code>level_loader-&gt;DecRef ()</code>.
Check the API reference to see what functions you can use on level_loader.
There are functions to load a map, textures, mesh objects, etc. Many of
these functions have been renamed as well.
</p>
<a name="8"></a>
<h3 class="subheading"> Things are Mesh Objects </h3>

<p>Things are now mesh objects which means that you can no longer access
<code>csThing</code> directly.
<code>iThing</code> has been removed. Instead there is <code>iThingState</code>.
Check out the simple tutorial (see section <a href="Tutorial-Simple.html#0">Simple Tutorial 1: Basic Setup, World Creation</a>) for more information
about this.
</p>
<a name="9"></a>
<h3 class="subheading"> Map File Changes </h3>

<p>The following map file elements have changed:
</p>
<ul>
<li>
<code>PLANE</code> =&gt; <code>ADDON</code>
</li><li>
<code>THING</code> =&gt; <code>MESHOBJ</code>
</li><li>
<code>SKY</code> =&gt; <code>MESHOBJ + RENDPRI</code>
</li><li>
<code>MESHOBJ</code> =&gt; <code>MESHFACT</code> &mdash; (for factories)
</li><li>
<code>BEZIER</code> =&gt; <code>ADDON</code>
</li><li>
<code>MATERIALS</code>
</li><li>
<code>RENDERPRIORITIES</code>
</li><li>
<code>PLUGINS</code>
</li></ul>

<a name="10"></a>
<h3 class="subheading"> Sky Objects Removed </h3>

<p>Sky objects must now be created the same as normal mesh objects
but you need to give them a low render priority (i.e. 'sky' render
priority).
</p>
<a name="11"></a>
<h3 class="subheading"> Using the Engine as a Plugin </h3>

<p>It is now recommended to use the engine as a plugin. Linking directly
to the <tt>&lsquo;csengine&rsquo;</tt> library is still possible but strongly discouraged.
We will not be able to guarantee <small>API</small> compatibility on this level.
</p>
<p>Using the engine as a plugin means in the first loading the engine plugin
instead of linking to the <tt>&lsquo;csengine&rsquo;</tt> library.  You can do this with:
</p>
<table><tr><td>&nbsp;</td><td><pre class="example">csInitializer::RequestPlugins (object_reg,
  CS_REQUEST_ENGINE,
  ...,
  CS_REQUEST_END);
iEngine* engine = CS_QUERY_REGISTRY (object_reg, iEngine);
</pre></td></tr></table>
<p>You then use the engine through <small>SCF</small> interfaces.  Therefore, your programs
should include header files from <tt>&lsquo;CS/include/iengine&rsquo;</tt> rather than
<tt>&lsquo;CS/include/csengine&rsquo;</tt>.  Importing files from <tt>&lsquo;CS/include/csengine&rsquo;</tt>
is discouraged.
</p>
<a name="12"></a>
<h3 class="subheading"> Sectors Have No Polygons </h3>

<p>Sectors can no longer contain polygons. All geometry is now represented
with mesh objects (see the section above about how to create csThing
mesh objects). To create the outer walls of a sector (i.e. the geometry
that used to go to the sector in 0.18 or earlier) you create a csThing
mesh object. In a world file this happens like this:
</p>
<table><tr><td>&nbsp;</td><td><pre class="example">SECTOR 'room' (
  MESHOBJ 'walls' (
    PLUGIN ('crystalspace.mesh.loader.thing')
    PARAMS (
      VERTEX (...) ...
      POLYGON (...) ...
    )
    ZFILL ()
    PRIORITY ('wall')
  )
  ...
)
</pre></td></tr></table>
<p>In code you can use <code>iEngine::CreateSectorWallsMesh()</code> like this:
</p>
<table><tr><td>&nbsp;</td><td><pre class="example">iMeshWrapper* mesh =
  engine-&gt;CreateSectorWallsMesh (sector, &quot;walls&quot;);
</pre></td></tr></table>
<a name="13"></a>
<h3 class="subheading"> Header Directory Changes </h3>

<p>All <small>SCF</small> interfaces (class names starting with the letter <samp>&lsquo;i&rsquo;</samp> such as
<samp>&lsquo;iPolygon3D&rsquo;</samp>) have moved from <tt>&lsquo;CS/include&rsquo;</tt> to individual
subddirectories of <tt>&lsquo;CS/include&rsquo;</tt>.  A few brief examples:
</p>
<ul>
<li>
<code>imeshobj.h</code> =&gt; <code>imesh/object.h</code> and <code>iengine/mesh.h</code>
</li><li>
<code>light.h</code> =&gt; <code>iengine/light.h</code>
</li></ul>

<p>The following new header directories exist:
</p>
<dl compact="compact">
<dt> <code>include/iengine</code></dt>
<dd><p>Everything related to the engine itself
(<code>view.h</code>, <code>camera.h</code>, <code>light.h</code>, <code>sector.h</code>,
<code>engine.h</code>, <code>texture.h</code>, <small class="dots">...</small>).
</p></dd>
<dt> <code>include/igame</code></dt>
<dd><p>For the <tt>&lsquo;csgame&rsquo;</tt> plugin (<code>csgame.h</code>).
</p></dd>
<dt> <code>include/igeom</code></dt>
<dd><p>For the <tt>&lsquo;csgeom&rsquo;</tt> library (<code>clip2d.h</code>).
</p></dd>
<dt> <code>include/igraphic</code></dt>
<dd><p>For the <tt>&lsquo;csgfx&rsquo;</tt> library and the image loader
plugins (<code>image.h</code>, <code>imageio.h</code>, and <code>loader.h</code>).
</p></dd>
<dt> <code>include/imap</code></dt>
<dd><p>For the map loader and mesh object loaders and
savers (<code>parser.h</code>, <code>reader.h</code>, and <code>writer.h</code>).
</p></dd>
<dt> <code>include/imesh</code></dt>
<dd><p>For everything related to mesh objects and the
state interfaces of mesh objects (<code>object.h</code>, <code>spr3d.h</code>,
<code>ball.h</code>, <code>thing.h</code>, <small class="dots">...</small>).
</p></dd>
<dt> <code>include/inetwork</code></dt>
<dd><p>For networking plugins (<code>driver.h</code> and <code>socket.h</code>).
</p></dd>
<dt> <code>include/isound</code></dt>
<dd><p>For sound (<code>listener.h</code>, <code>renderer.h</code>, <small class="dots">...</small>).
</p></dd>
<dt> <code>include/isys</code></dt>
<dd><p>Everything related to the system driver and its facilities (<code>event.h</code>,
<code>evdefs.h</code>, <code>plugin.h</code>, <code>vfs.h</code>, and <code>system.h</code>).
</p></dd>
<dt> <code>include/iutil</code></dt>
<dd><p>For the <tt>&lsquo;csutil&rsquo;</tt> library (<code>string.h</code>, <code>object.h</code>,
<code>config.h</code>, <small class="dots">...</small>).
</p></dd>
<dt> <code>include/ivideo</code></dt>
<dd><p>Everything for the 3D and 2D driver subsystems (<code>graph2d.h</code>,
<code>graph3d.h</code>, <code>texture.h</code>, <code>fontserv.h</code>, <code>txtmgr.h</code>,
<small class="dots">...</small>).
</p></dd>
<dt> <code>include/ivaria</code></dt>
<dd><p>Everything that does not fit anywhere else
(<code>collider.h</code>, <code>conin.h</code>, <code>conout.h</code>, <code>iso.h</code>,
<code>keyval.h</code>, <code>script.h</code>, <small class="dots">...</small>).
</p></dd>
</dl>

<a name="14"></a>
<h3 class="subheading"> Global <small>API</small> Changes </h3>

<p>All <small>SCF</small> macro names are now prefixed with <samp>&lsquo;SCF_&rsquo;</samp> in order to avoid
polluting the global namespace.
</p>
<ul>
<li>
<code>CONSTRUCT_EMBEDDED_IBASE</code> =&gt; <code>SCF_CONSTRUCT_EMBEDDED_IBASE</code>
</li><li>
<code>CONSTRUCT_IBASE</code> =&gt; <code>SCF_CONSTRUCT_IBASE</code>
</li><li>
<code>CREATE_INSTANCE</code> =&gt; <code>SCF_CREATE_INSTANCE</code>
</li><li>
<code>DECLARE_EMBEDDED_IBASE</code> =&gt; <code>SCF_DECLARE_EMBEDDED_IBASE</code>
</li><li>
<code>DECLARE_FACTORY</code> =&gt; <code>SCF_DECLARE_FACTORY</code>
</li><li>
<code>DECLARE_FAST_INTERFACE</code> =&gt; <code>SCF_DECLARE_FAST_INTERFACE</code>
</li><li>
<code>DECLARE_IBASE_EXT</code> =&gt; <code>SCF_DECLARE_IBASE_EXT</code>
</li><li>
<code>DECLARE_IBASE</code> =&gt; <code>SCF_DECLARE_IBASE</code>
</li><li>
<code>DEC_REF</code> =&gt; <code>SCF_DEC_REF</code>
</li><li>
<code>EXPORT_CLASS_DEP</code> =&gt; <code>SCF_EXPORT_CLASS_DEP</code>
</li><li>
<code>EXPORT_CLASS_TABLE_END</code> =&gt; <code>SCF_EXPORT_CLASS_TABLE_END</code>
</li><li>
<code>EXPORT_CLASS_TABLE</code> =&gt; <code>SCF_EXPORT_CLASS_TABLE</code>
</li><li>
<code>EXPORT_CLASS</code> =&gt; <code>SCF_EXPORT_CLASS</code>
</li><li>
<code>IMPLEMENTS_EMBEDDED_INTERFACE</code> =&gt; <code>SCF_IMPLEMENTS_EMBEDDED_INTERFACE</code>
</li><li>
<code>IMPLEMENTS_INTERFACE_COMMON</code> =&gt; <code>SCF_IMPLEMENTS_INTERFACE_COMMON</code>
</li><li>
<code>IMPLEMENTS_INTERFACE</code> =&gt; <code>SCF_IMPLEMENTS_INTERFACE</code>
</li><li>
<code>IMPLEMENT_EMBEDDED_IBASE_DECREF</code> =&gt; <code>SCF_IMPLEMENT_EMBEDDED_IBASE_DECREF</code>
</li><li>
<code>IMPLEMENT_EMBEDDED_IBASE_END</code> =&gt; <code>SCF_IMPLEMENT_EMBEDDED_IBASE_END</code>
</li><li>
<code>IMPLEMENT_EMBEDDED_IBASE_GETREFCOUNT</code> =&gt;<br><code>SCF_IMPLEMENT_EMBEDDED_IBASE_GETREFCOUNT</code>
</li><li>
<code>IMPLEMENT_EMBEDDED_IBASE_INCREF</code> =&gt; <code>SCF_IMPLEMENT_EMBEDDED_IBASE_INCREF</code>
</li><li>
<code>IMPLEMENT_EMBEDDED_IBASE_QUERY_END</code> =&gt;<br><code>SCF_IMPLEMENT_EMBEDDED_IBASE_QUERY_END</code>
</li><li>
<code>IMPLEMENT_EMBEDDED_IBASE_QUERY</code> =&gt; <code>SCF_IMPLEMENT_EMBEDDED_IBASE_QUERY</code>
</li><li>
<code>IMPLEMENT_EMBEDDED_IBASE</code> =&gt; <code>SCF_IMPLEMENT_EMBEDDED_IBASE</code>
</li><li>
<code>IMPLEMENT_FACTORY</code> =&gt; <code>SCF_IMPLEMENT_FACTORY</code>
</li><li>
<code>IMPLEMENT_IBASE_DECREF</code> =&gt; <code>SCF_IMPLEMENT_IBASE_DECREF</code>
</li><li>
<code>IMPLEMENT_IBASE_END</code> =&gt; <code>SCF_IMPLEMENT_IBASE_END</code>
</li><li>
<code>IMPLEMENT_IBASE_EXT_DECREF</code> =&gt; <code>SCF_IMPLEMENT_IBASE_EXT_DECREF</code>
</li><li>
<code>IMPLEMENT_IBASE_EXT_END</code> =&gt; <code>SCF_IMPLEMENT_IBASE_EXT_END</code>
</li><li>
<code>IMPLEMENT_IBASE_EXT_GETREFCOUNT</code> =&gt; <code>SCF_IMPLEMENT_IBASE_EXT_GETREFCOUNT</code>
</li><li>
<code>IMPLEMENT_IBASE_EXT_INCREF</code> =&gt; <code>SCF_IMPLEMENT_IBASE_EXT_INCREF</code>
</li><li>
<code>IMPLEMENT_IBASE_EXT_QUERY_END</code> =&gt; <code>SCF_IMPLEMENT_IBASE_EXT_QUERY_END</code>
</li><li>
<code>IMPLEMENT_IBASE_EXT_QUERY</code> =&gt; <code>SCF_IMPLEMENT_IBASE_EXT_QUERY</code>
</li><li>
<code>IMPLEMENT_IBASE_EXT</code> =&gt; <code>SCF_IMPLEMENT_IBASE_EXT</code>
</li><li>
<code>IMPLEMENT_IBASE_GETREFCOUNT</code> =&gt; <code>SCF_IMPLEMENT_IBASE_GETREFCOUNT</code>
</li><li>
<code>IMPLEMENT_IBASE_INCREF</code> =&gt; <code>SCF_IMPLEMENT_IBASE_INCREF</code>
</li><li>
<code>IMPLEMENT_IBASE_QUERY_END</code> =&gt; <code>SCF_IMPLEMENT_IBASE_QUERY_END</code>
</li><li>
<code>IMPLEMENT_IBASE_QUERY</code> =&gt; <code>SCF_IMPLEMENT_IBASE_QUERY</code>
</li><li>
<code>IMPLEMENT_IBASE</code> =&gt; <code>SCF_IMPLEMENT_IBASE</code>
</li><li>
<code>INC_REF</code> =&gt; <code>SCF_INC_REF</code>
</li><li>
<code>QUERY_INTERFACE_FAST</code> =&gt; <code>SCF_QUERY_INTERFACE_FAST</code>
</li><li>
<code>QUERY_INTERFACE_SAFE</code> =&gt; <code>SCF_QUERY_INTERFACE_SAFE</code>
</li><li>
<code>QUERY_INTERFACE</code> =&gt; <code>SCF_QUERY_INTERFACE</code>
</li><li>
<code>REGISTER_STATIC_CLASS_DEP</code> =&gt; <code>SCF_REGISTER_STATIC_CLASS_DEP</code>
</li><li>
<code>REGISTER_STATIC_CLASS</code> =&gt; <code>SCF_REGISTER_STATIC_CLASS</code>
</li><li>
<code>REGISTER_STATIC_LIBRARY</code> =&gt; <code>SCF_REGISTER_STATIC_LIBRARY</code>
</li></ul>

<p>Plugin management macro names are now prefixed with <samp>&lsquo;CS_&rsquo;</samp> in order to
avoid polluting the global namespace.
</p>
<ul>
<li>
<code>QUERY_PLUGIN_CLASS</code> =&gt; <code>CS_QUERY_PLUGIN_CLASS</code>
</li><li>
<code>LOAD_PLUGIN</code> =&gt; <code>CS_LOAD_PLUGIN</code>
</li><li>
<code>_LOAD_PLUGIN</code> =&gt; <code>CS_LOAD_PLUGIN_ALWAYS</code>
</li></ul>

<p>Macros for classifying events are now prefixed with <samp>&lsquo;CS_&rsquo;</samp> in order to
avoid polluting the global namespace.
</p>
<ul>
<li>
<code>IS_KEYBOARD_EVENT</code> =&gt; <code>CS_IS_KEYBOARD_EVENT</code>
</li><li>
<code>IS_MOUSE_EVENT</code> =&gt; <code>CS_IS_MOUSE_EVENT</code>
</li><li>
<code>IS_JOYSTICK_EVENT</code> =&gt; <code>CS_IS_JOYSTICK_EVENT</code>
</li><li>
<code>IS_NETWORK_EVENT</code> =&gt; <code>CS_IS_NETWORK_EVENT</code>
</li></ul>

<p>Platform-specific configuration macros are now prefixed with <samp>&lsquo;CS_&rsquo;</samp> in
order to avoid polluting the global namespace.
</p>
<ul>
<li>
<code>SOFTWARE_2D_DRIVER</code> =&gt; <code>CS_SOFTWARE_2D_DRIVER</code>
</li><li>
<code>OPENGL_2D_DRIVER</code> =&gt; <code>CS_OPENGL_2D_DRIVER</code>
</li><li>
<code>GLIDE_2D_DRIVER</code> =&gt; <code>CS_GLIDE_2D_DRIVER</code>
</li><li>
<code>SOUND_DRIVER</code> =&gt; <code>CS_SOUND_DRIVER</code>
</li></ul>

<p>All <samp>&lsquo;csVector&rsquo;</samp>-related macros are now prefixed with <samp>&lsquo;CS_&rsquo;</samp> in order to
avoid polluting the global namespace.  Furthermore,
<code>DECLARE_TYPED_SCF_VECTOR()</code> has been renamed to
<code>CS_DECLARE_TYPED_IBASE_VECTOR()</code> in order to more clearly indicate that
this array type works with reference-counted <samp>&lsquo;iBase&rsquo;</samp> objects.
</p>
<ul>
<li>
<code>BEGIN_TYPED_VECTOR()</code> =&gt; <code>CS_BEGIN_TYPED_VECTOR()</code>
</li><li>
<code>FINISH_TYPED_VECTOR()</code> =&gt; <code>CS_FINISH_TYPED_VECTOR()</code>
</li><li>
<code>DECLARE_TYPED_VECTOR()</code> =&gt; <code>CS_DECLARE_TYPED_VECTOR()</code>
</li><li>
<code>DECLARE_TYPED_VECTOR_HELPER()</code> =&gt; <code>CS_CS_DECLARE_TYPED_VECTOR_HELPER()</code>
</li><li>
<code>DECLARE_TYPED_VECTOR_NODELETE()</code> =&gt; <code>CS_CS_DECLARE_TYPED_VECTOR_NODELETE()</code>
</li><li>
<code>DECLARE_TYPED_SCF_VECTOR()</code> =&gt; <code>CS_DECLARE_TYPED_IBASE_VECTOR()</code>
</li></ul>

<p>All <samp>&lsquo;SYSDEF_BLAH&rsquo;</samp> request macros are now prefixed with <samp>&lsquo;CS_&rsquo;</samp> in order
to avoid polluting the global namespace.  Furthermore, each macro name now
contains the word &ldquo;provide&rdquo; since these macros are used by client code to
request that <tt>&lsquo;cssysdef.h&rsquo;</tt> <em>provides</em> certain facilities.
</p>
<ul>
<li>
<code>SYSDEF_ACCESS</code> =&gt; <code>CS_SYSDEF_PROVIDE_ACCESS</code>
</li><li>
<code>SYSDEF_ALLOCA</code> =&gt; <code>CS_SYSDEF_PROVIDE_ALLOCA</code>
</li><li>
<code>SYSDEF_CASE</code> =&gt; <code>CS_SYSDEF_PROVIDE_CASE</code>
</li><li>
<code>SYSDEF_DIR</code> =&gt; <code>CS_SYSDEF_PROVIDE_DIR</code>
</li><li>
<code>SYSDEF_GETCWD</code> =&gt; <code>CS_SYSDEF_PROVIDE_GETCWD</code>
</li><li>
<code>SYSDEF_GETOPT</code> =&gt; <code>CS_SYSDEF_PROVIDE_GETOPT</code>
</li><li>
<code>SYSDEF_MKDIR</code> =&gt; <code>CS_SYSDEF_PROVIDE_MKDIR</code>
</li><li>
<code>SYSDEF_PATH</code> =&gt; <code>CS_SYSDEF_PROVIDE_PATH</code>
</li><li>
<code>SYSDEF_SELECT</code> =&gt; <code>CS_SYSDEF_PROVIDE_SELECT</code>
</li><li>
<code>SYSDEF_SOCKETS</code> =&gt; <code>CS_SYSDEF_PROVIDE_SOCKETS</code>
</li><li>
<code>SYSDEF_TEMP</code> =&gt; <code>CS_SYSDEF_PROVIDE_TEMP</code>
</li><li>
<code>SYSDEF_UNLINK</code> =&gt; <code>CS_SYSDEF_PROVIDE_UNLINK</code>
</li></ul>

<p>Methods in many classes and <small>SCF</small> interfaces have been renamed in order to
improve naming consistency throughout the project.
The following method name changes follow the pattern where
<code>GetNumSomething()</code> or <code>GetNumberSomething()</code> became
<code>GetSomethingCount()</code>.
</p>
<ul>
<li>
<code>GetMiniBspNumVerts()</code> =&gt; <code>GetMiniBspVertexCount()</code>
</li><li>
<code>GetNumActions()</code> =&gt; <code>GetActionCount()</code>
</li><li>
<code>GetNumberAging()</code> =&gt; <code>GetAgingCount()</code>
</li><li>
<code>GetNumberEmitters()</code> =&gt; <code>GetEmitterCount()</code>
</li><li>
<code>GetNumberMetaBalls()</code> =&gt; <code>GetMetaBallCount()</code>
</li><li>
<code>GetNumberParticles()</code> =&gt; <code>GetParticleCount()</code>
</li><li>
<code>GetNumCameraPositions()</code> =&gt; <code>GetCameraPositionCount()</code>
</li><li>
<code>GetNumChars()</code> =&gt; <code>GetCharCount()</code>
</li><li>
<code>GetNumCollections()</code> =&gt; <code>GetCollectionCount()</code>
</li><li>
<code>GetNumCollisionPairs()</code> =&gt; <code>GetCollisionPairCount()</code>
</li><li>
<code>GetNumCurves()</code> =&gt; <code>GetCurveCount()</code>
</li><li>
<code>GetNumCurveVertices()</code> =&gt; <code>GetCurveVertexCount()</code>
</li><li>
<code>GetNumDimensions()</code> =&gt; <code>GetDimensionCount()</code>
</li><li>
<code>GetNumEdges()</code> =&gt; <code>GetEdgeCount()</code>
</li><li>
<code>GetNumElements()</code> =&gt; <code>GetElementCount()</code>
</li><li>
<code>GetNumFonts()</code> =&gt; <code>GetFontCount()</code>
</li><li>
<code>GetNumFormats()</code> =&gt; <code>GetFormatCount()</code>
</li><li>
<code>GetNumFrames()</code> =&gt; <code>GetFrameCount()</code>
</li><li>
<code>GetNumMaterials()</code> =&gt; <code>GetMaterialCount()</code>
</li><li>
<code>GetNumMeshFactories()</code> =&gt; <code>GetMeshFactoryCount()</code>
</li><li>
<code>GetNumMeshObjects()</code> =&gt; <code>GetMeshObjectCount()</code>
</li><li>
<code>GetNumNormals()</code> =&gt; <code>GetNormalCount()</code>
</li><li>
<code>GetNumObjects()</code> =&gt; <code>GetObjectCount()</code>
</li><li>
<code>GetNumPalEntries()</code> =&gt; <code>GetPalEntryCount()</code>
</li><li>
<code>GetNumPlanes()</code> =&gt; <code>GetPlaneCount()</code>
</li><li>
<code>GetNumPlugIns()</code> =&gt; <code>GetPlugInCount()</code>
</li><li>
<code>GetNumPoints()</code> =&gt; <code>GetPointCount()</code>
</li><li>
<code>GetNumPolygons()</code> =&gt; <code>GetPolygonCount()</code>
</li><li>
<code>GetNumPolyTxtPlanes()</code> =&gt; <code>GetPolyTxtPlaneCount()</code>
</li><li>
<code>GetNumRepeats()</code> =&gt; <code>GetRepeatCount()</code>
</li><li>
<code>GetNumShadows()</code> =&gt; <code>GetShadowCount()</code>
</li><li>
<code>GetNumSpokes()</code> =&gt; <code>GetSpokeCount()</code>
</li><li>
<code>GetNumTexels()</code> =&gt; <code>GetTexelCount()</code>
</li><li>
<code>GetNumTextureLayers()</code> =&gt; <code>GetTextureLayerCount()</code>
</li><li>
<code>GetNumTextures()</code> =&gt; <code>GetTextureCount()</code>
</li><li>
<code>GetNumTriangles()</code> =&gt; <code>GetTriangleCount()</code>
</li><li>
<code>GetNumVertices()</code> =&gt; <code>GetVertexCount()</code>
</li><li>
<code>GetNumVertsToLight()</code> =&gt; <code>GetVertexToLightCount()</code>
</li><li>
<code>GetStaticNumSamples()</code> =&gt; <code>GetStaticSampleCount()</code>
</li><li>
<code>NumVertices()</code> =&gt; <code>GetVertexCount()</code>
</li><li>
<code>ReportNumberTriangles()</code> =&gt; <code>ReportTriangleCount()</code>
</li><li>
<code>SetNumber()</code> =&gt; <code>SetCount()</code>
</li><li>
<code>SetNumberMetaBalls()</code> =&gt; <code>SetMetaBallCount()</code>
</li><li>
<code>SetNumberParticles()</code> =&gt; <code>SetParticleCount()</code>
</li><li>
<code>SetNumEdges()</code> =&gt; <code>SetEdgeCount()</code>
</li><li>
<code>SetNumPolygons()</code> =&gt; <code>SetPolygonCount()</code>
</li><li>
<code>SetNumSpokes()</code> =&gt; <code>SetSpokeCount()</code>
</li><li>
<code>SetNumVertices()</code> =&gt; <code>SetVertexCount()</code>
</li><li>
<code>Update_Num()</code> =&gt; <code>UpdateCount()</code>
</li></ul>

<p>The prefix <samp>&lsquo;cs&rsquo;</samp> was added to the following list of functions, and their
names were also normalized.
</p>
<ul>
<li>
<code>ByteSwap16bit()</code> =&gt; <code>csByteSwap16bit()</code>
</li><li>
<code>ByteSwap16bitBuffer()</code> =&gt; <code>csByteSwap16bitBuffer()</code>
</li><li>
<code>ByteSwap32bit()</code> =&gt; <code>csByteSwap32bit()</code>
</li><li>
<code>ByteSwap32bitBuffer()</code> =&gt; <code>csByteSwap32bitBuffer()</code>
</li><li>
<code>Combinations()</code> =&gt; <code>csCombinations()</code>
</li><li>
<code>expandname()</code> =&gt; <code>csExpandName()</code>
</li><li>
<code>FindNearestPowerOf2()</code> =&gt; <code>csFindNearestPowerOf2()</code>
</li><li>
<code>fnamematches()</code> =&gt; <code>csFilenameMatches()</code>
</li><li>
<code>fSquare()</code> =&gt; <code>csSquareFloat()</code>
</li><li>
<code>fSwap()</code> =&gt; <code>csSwapFloat()</code>
</li><li>
<code>GenerateHalo()</code> =&gt; <code>csGenerateHalo()</code>
</li><li>
<code>GenerateNova()</code> =&gt; <code>csGenerateNova()</code>
</li><li>
<code>get_token()</code> =&gt; <code>csGetToken()</code>
</li><li>
<code>get_token_float()</code> =&gt; <code>csGetTokenFloat()</code>
</li><li>
<code>get_token_int()</code> =&gt; <code>csGetTokenInt()</code>
</li><li>
<code>IsPowerOf2()</code> =&gt; <code>csIsPowerOf2()</code>
</li><li>
<code>iSwap()</code> =&gt; <code>csSwapInt()</code>
</li><li>
<code>RndNum()</code> =&gt; <code>csRndNum()</code>
</li><li>
<code>ScanStr()</code> =&gt; <code>csScanStr()</code>
</li><li>
<code>skip_token()</code> =&gt; <code>csSkipToken()</code>
</li><li>
<code>splitpath()</code> =&gt; <code>csSplitPath()</code>
</li><li>
<code>strnew()</code> =&gt; <code>csStrNew()</code>
</li></ul>

<a name="15"></a>
<h3 class="subheading"> Library Renamed: csfx </h3>

<p>The <samp>&lsquo;csfx&rsquo;</samp> library was renamed to <samp>&lsquo;cstool&rsquo;</samp>.
</p>
<a name="16"></a>
<h3 class="subheading"> Library Removed: csobject </h3>

<p>The <tt>&lsquo;csobject&rsquo;</tt> library has been removed. All files in that
library have moved to <tt>&lsquo;csutil&rsquo;</tt>.
</p>
<a name="17"></a>
<h3 class="subheading"> csCollider </h3>

<p>The <samp>&lsquo;csCollider&rsquo;</samp> facility moved from <samp>&lsquo;csengine&rsquo;</samp> to <samp>&lsquo;cstool&rsquo;</samp> and
was renamed to <samp>&lsquo;csColliderWrapper&rsquo;</samp>.
</p>
<a name="18"></a>
<h3 class="subheading"> Key/Node Mechanism </h3>

<p>The <samp>&lsquo;csKeyValuePair&rsquo;</samp> and <samp>&lsquo;csMapNode&rsquo;</samp> classes moved from
<tt>&lsquo;csengine&rsquo;</tt> to <tt>&lsquo;cstool&rsquo;</tt>.
</p>
<a name="19"></a>
<h3 class="subheading"> csView </h3>

<p>The <samp>&lsquo;csView&rsquo;</samp> class moved from <samp>&lsquo;csengine&rsquo;</samp> to <samp>&lsquo;cstool&rsquo;</samp>.
</p>
<a name="20"></a>
<h3 class="subheading"> <small>DDG</small> Terrain Engine Removed </h3>

<p>The <small>DDG</small> landscape engine which used to be featured in Crystal Space has
been removed and was replaced with a simpler landscape engine, but one which is
better integrated with the project. It is now also a mesh object.
</p>
<a name="21"></a>
<h3 class="subheading"> <small>CSWS</small> Modal Session Paradigm Shift </h3>

<p><code>csApp::Execute()</code> has been removed.  This method ran a modal session for
dialog panels, and would only return control to the caller when the dialog was
dismissed.  As a replacement for <code>Execute()</code>, <code>csApp::StartModal()</code>
and <code>csApp::StopModal()</code> have been introduced.  <code>StartModal()</code> sets
up modality for the given component and then immediately returns to the
caller.  From the perspective of the <small>GUI</small> user the component behaves in the
standard modal fashion, but from the perspective of the application programmer
this represents a paradigm shift since the application must now watch events
arriving in its <code>csApp::HandleEvent()</code> method in order to determine when
the modal session has terminated.  Notification arrives in the form of a
<samp>&lsquo;csevCommand&rsquo;</samp> event with command code <code>cscmdStopModal</code>.  This is sent
when then component's modal session terminates, such as when the &ldquo;<small>OK</small>&rdquo; or
&ldquo;Cancel&rdquo; button is pressed.
</p>
<p>With <code>StartModal()</code> you can provide a <em>userdata</em> argument (which is an
<small>SCF</small> interface that you can implement on your own).  The userdata will be
available at any time while the modal session is active by calling
<code>csApp::GetTopModalUserdata()</code>.  The modal component can be retrieved with
<code>csApp::GetTopModalComponent()</code>.  The <samp>&lsquo;Event.Command.Info&rsquo;</samp> field will
be an integer containing the <small>ID</small> of the pressed button (i.e.
<code>cscmdOK</code>, <code>cscmdCancel</code>, etc.).
</p>
<p>A related change was made to <code>csMessageBox()</code>.  It also now returns
immediately.  It nows sends a similar message to the application when the
message box is closed (via &ldquo;<small>OK</small>&rdquo; or &ldquo;Cancel&rdquo;).  In this case, the
userdata object will implement the <small>SCF</small> interface <code>iMessageBoxData</code>,
so you can use <code>SCF_QUERY_INTERFACE()</code> to check for this.
</p>
<p>Here is an example on how to define your own userdata object.
</p>
<table><tr><td>&nbsp;</td><td><pre class="example">struct ModalData : public iBase
{
  ...
  SCF_DECLARE_IBASE;
  ModalData ()
  {
    SCF_CONSTRUCT_IBASE (NULL);
  }
};

SCF_IMPLEMENT_IBASE (ModalData)
SCF_IMPLEMENT_IBASE_END

bool MyApp::HandleEvent (iEvent &amp;Event)
{
  switch (Event.Type)
  {
    case csevCommand:
      switch (Event.Command.Code)
      {
        case APP_OPEN_FILE:
        { // Allow user to select a file with csFileDialog.
          csWindow* d = csFileDialog (this, &quot;test file dialog&quot;);
          ModalData* data = new ModalData ();
          ...
          StartModal (d, data);
          data-&gt;DecRef ();
          return true;
        }
        case cscmdStopModal:
        {
          csComponent* d = GetTopModalComponent ();
          int rc = (int)Event.Command.Info;
          if (rc == 0 || rc == cscmdCancel)
          {
            delete d;
            return true;
          }
          iMessageBoxData* mbd =
            SCF_QUERY_INTERFACE (d, iMessageBoxData);
          if (mbd)
          {
            mbd-&gt;DecRef ();
            delete d;
            return true;
          }
          ModalData* md = (ModalData*)GetTopModalUserdata ();
          ... // csFileDialog was closed.
          return true;
        }
        ...
}
</pre></td></tr></table>
<a name="22"></a>
<h3 class="subheading"> 3D Sprite Factories </h3>

<p>The sprite factory interface has been modified to show the restrictions of 3D
sprites and to clean it up:
</p>
<ul>
<li>
<code>GetNormalCount()</code> and <code>GetTexelCount()</code> have been removed. Sprites
do not allow to have different numbers of vertices, normals and texels. So
<code>GetVertexCount()</code> should be used instead.

</li><li>
The <samp>&lsquo;count&rsquo;</samp> parameter has been removed from <code>SetVertices()</code>,
<code>SetNormals()</code> and <code>SetTexels()</code>. These functions only worked
properly if the current number of vertices was passed for <samp>&lsquo;count&rsquo;</samp>, so
passing the parameter at all makes no sense.

</li><li>
<code>GetVertex()</code>, <code>GetNormal()</code> and <code>GetTexel()</code> now return
<samp>&lsquo;const&rsquo;</samp> objects. To modify these objects, <code>SetVertex()</code>,
<code>SetNormal()</code> and <code>SetTexel()</code> have been added.
</li></ul>

<a name="23"></a>
<h3 class="subheading"> Miscellaneous Changes </h3>

<p>The <small>SCF</small> name of the 3D engine changed:
</p>

<p><code>crystalspace.engine.core</code> =&gt; <code>crystalspace.engine.3d</code>
</p>
<p><code>csEngine::NextFrame()</code> and <code>iEngine::NextFrame()</code> are removed.
This is now done automatically in <code>csEngine::Draw()</code>.
</p>
<p>Renamed <code>iPortal::GetPortal()</code> to <code>GetSector()</code> and
<code>iPortal::SetPortal()</code> to <code>SetSector()</code>.
</p>
<p>Removed <code>csMeshWrapper::GetChildren()</code>.  Instead use
<code>csMeshWrapper::AddChild()</code> and <code>csMeshWrapper::RemoveChild()</code>.
</p>
<p>Renamed <code>iEngine::CreateMeshObject()</code> to
<code>iEngine::CreateMeshWrapper()</code>. In general all iEngine functions that
work mesh wrappers will be renamed like that.
</p>
<p>Renamed <code>csFilenameMatches()</code> to <code>csGlobMatches()</code> (from
<tt>&lsquo;csutil&rsquo;</tt> library).
</p>
<p>From the <samp>&lsquo;iEngine&rsquo;</samp> interface, these two methods were removed:
</p>
<ul>
<li>
<code>iEngine::EnableLightingCache()</code>
</li><li>
<code>iEngine::IsLightingCacheEnabled()</code>
</li></ul>


<p>They were replaced by these methods:
</p>
<ul>
<li>
<code>iEngine::SetLightingCacheMode()</code>
</li><li>
<code>GetLightingCacheMode()</code>
</li></ul>

<p><samp>&lsquo;FrameWidth&rsquo;</samp> and <samp>&lsquo;FrameHeight&rsquo;</samp> are no longer available
in <samp>&lsquo;SysSystemDriver&rsquo;</samp> (entire system driver is gone, in fact). Instead
you have to call <code>GetWidth()</code> and <code>GetHeight()</code> on the pointer
to the canvas (<samp>&lsquo;iGraphics2D&rsquo;</samp>).
</p>
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